1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/pathfinder/PathfinderOptions.h
Ivan Savenko 8225eb454e Added GameSettings to gamestate, potentially allowing to define game
settings per map (or in random map template)
2024-09-05 15:16:27 +00:00

122 lines
4.7 KiB
C++

/*
* PathfinderOptions.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
class INodeStorage;
class IPathfindingRule;
class CPathfinderHelper;
class CGameState;
class CGHeroInstance;
class CGameInfoCallback;
struct PathNodeInfo;
struct CPathsInfo;
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool ignoreGuards;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
bool forceUseTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
/// Further work can also be done to mimic SoD quirks if needed
/// (such as picking unoptimal paths on purpose when targeting guards or being interrupted on guarded resource tile when picking it during diagonal u-turn)
bool originalFlyRules;
/// Max number of turns to compute. Default = infinite
uint8_t turnLimit;
/// <summary>
/// For AI. Allows water walk and fly layers if hero can cast appropriate spells
/// </summary>
bool canUseCast;
/// <summary>
/// For AI. AI pathfinder needs to ignore this rule as it simulates battles on the way
/// </summary>
bool allowLayerTransitioningAfterBattle;
PathfinderOptions(const CGameInfoCallback * callback);
};
class DLL_LINKAGE PathfinderConfig
{
public:
std::shared_ptr<INodeStorage> nodeStorage;
std::vector<std::shared_ptr<IPathfindingRule>> rules;
PathfinderOptions options;
PathfinderConfig(
std::shared_ptr<INodeStorage> nodeStorage,
const CGameInfoCallback * callback,
std::vector<std::shared_ptr<IPathfindingRule>> rules);
virtual ~PathfinderConfig() = default;
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
};
class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
{
private:
std::unique_ptr<CPathfinderHelper> pathfinderHelper;
public:
SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
virtual ~SingleHeroPathfinderConfig();
CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
};
VCMI_LIB_NAMESPACE_END